Professional Documents
Culture Documents
128
Advancement Traits
129
Attr ibute Traits
130
Focus Requirements Benefits Disadvantages
Fury Max Foc 2 Gain +1 Momentum when you Hit a character who has caused you Attribute Damage this Combat. You may never gain Entrenched Cover.
+2 End Dmg vs targets you’re prejudiced against. Complication: You’re prone to becoming enraged.
Cautious +3 Maximum Momentum. -2 Hit, all Personal Combat Weapons.
Mystic 1 Kn You’re a Magician!
Strong Hit: Foretell (Primary Skill, Success) Your GM may give you an additional piece of information
about your current situation OR you gain +1 Combat Order in your next Combat (Stacks).
Invoke Min Foc 2 Strong Hit: Invoke (Does not Require Success or Hit) A deity of the GM’s choice hears your
prayer; something very good happens and something bad may happen later (both at the
GM’s discretion).
Expert Min Foc 4 Immediately select and take a second Trait for one of your Trained Education Skills.
4 Kn Skill Roll bonuses from this second Trait do not Stack with Skill Roll bonuses from other Traits.
131
Everyday Skill Traits
132
Seamanship Requirements Benefits Disadvantages
Astronomy +1 Wilderness.
+2 to all non-combat rolls connected to astronomical phenomena.
Your Ship gains +50% Daily Travel Distance (does not Stack).
Eye of the Storm Magician +1 Wilderness. If you move (including forced movement): you lose
2 Kn If you don’t move during your Turn you gain +1 Momentum. 1 Momentum.
Monster Hunter +1 Wilderness.
+2 to all Plunder Spare Time Rolls after fighting a Monster.
+2 Hit, and End Dmg vs Powerful, and Monster NPCs.
Read the Wind 1 Kn +1 Wilderness.
Your Ship gains +25% Daily Travel Distance (does not Stack).
Strong Hit: Read the Wind (Command or Logistics, Success) A Ship gains +1 or -1 Speed.
Treasure Hunter 1 Kn +1 Wilderness.
+2 to all non-Combat, non-Spare Time Rolls connected to treasure.
Strong Hit: Gold Lust (Treasure Trade Good Spare Time Roll, Failure) Until the end of the
session you gain +2 Hit, End Dmg, and Recovery until you Succeed at a Treasure Trade
Good Roll (Stacks up to +4).
133
Physical Requirements Benefits Disadvantages
Acrobatics Min Ref 2 +1 Stealth.
Min Mov 3 +2 to all non-Spare Time Rolls connected to gymnastics, balance, and physical stunts.
1 Kn Momentum 1: Ignore 2 spaces of Difficult Terrain that you can climb, jump over or jump through.
Aquatic +1 Stealth and Brawling.
+2 Swimming.
Gain +2 Hit and Defence while you’re Wet.
Martial Dodge Not NPC +1 Stealth.
You may spend 2 Knowledge to gain +1 Defence (Stacks up to +3) (lost if you Retro this Trait).
Martial Strike Not NPC +1 Stealth.
You may spend 2 Knowledge to gain +1 Hit, all Weapons (Stacks up to +3) (lost if you Retro this Trait).
Regular Workout +1 Carpentry, Stealth and Brawling. -1 to all Spare Time Rolls.
+5 Endurance.
+1 Recovery.
Tough Min Str 3 +1 Carpentry and Brawling.
2 Kn Reduce all Endurance Damage you receive from other characters by 2 to a minimum of 1.
Wings of Wind Magician Outside of combat you may spend 1 Luck point to Fly for 1 minute.
4 Kn Momentum 1: You may fly until the start of your next Turn.
You may spend 2 Luck points to increase your Ship’s Daily Travel Distance by 25% for 1
Session (Stacks).
134
Education Skill Traits
135
Wilderness Requirements Benefits
Deep Priest Magician +1 Seamanship.
2 Kn Your group’s Ship gains +25% Daily Travel Distance (does not Stack).
Strong Hit: Kiss of the Deep (Once per Turn, Hit) Target becomes Wet. If they are already Wet they lose 1 Momentum.
Apothecary 1 Kn +1 Tailoring and Seamanship.
+2 to all non-combat rolls connected to Flora and Fauna.
Strong Hit: Invigorating Remedy (First Aid, Success) Target character gains a Recovery and +1 Momentum.
Inner Beast Magician +1 Awareness.
3 Kn Momentum 3: You and all allies within 3 gain +1d6 Hit on your next Attack Rolls during this combat (Stacks).
Know the Beast 1 Kn +1 Awareness and Seamanship.
+2 to all non-combat rolls connected to Monsters.
Once per session when you or your group kills a Monster you gain 1d3 Study Units.
Tracker +1 Awareness and Seamanship.
You and your group gain +50% Daily Travel Distance on Land (does not Stack).
Strong Hit: Mark Prey (Intimidate, Hit) Target character takes +1 End Dmg from all Weapons for the remainder of the Combat (Stacks).
Trainer +1 Awareness, Carpentry, Tailoring and Seamanship.
+2 to all non-combat rolls connected to training.
136
Culture Requirements Benefits Disadvantages
Historian X Kn +1 Mercantilism. You’re afraid of gods.
+X to all non-Spare Time Rolls connected to history and archaeology.
+1 to all Spare Time Rolls.
Law X Kn +1 Streetwise and Mercantilism.
+X to all non-Spare Time Rolls connected to laws.
+1 to all Spare Time Rolls.
Magic Scholar +1 Mercantilism.
+2 (+4 if you’re not a Magician) to all non-combat rolls connected to knowing about magic.
You gain +2 Defence vs Magic Weapons.
Watched by a God 1 Kn +1 Streetwise. Complication: Moral Code.
+2 (+4 when connected to your religion) to all non-combat rolls connected to religion. Superstitious NPCs might be cautious of you.
If a character with less than 3 Momentum Attacks you, they take 1d6 End Dmg.
Upper-class +1 Mercantilism.
+2 to all non-combat rolls connected to high society and art (eg: music, dance).
+2 Max Wealth.
137
Personal Combat Skill Traits (M ay Select up to 2 per Skill)
138
Tactical Requirements Benefits
Careful Size Up may grant +1 Momentum twice per Turn (normally once).
Coordinated Strike 2 Kn Strong Hit: Coordinated Strike (Hit) A character or another Ship gains Strong Hit +1 vs your target with their next Attack (must be taken before your
next Turn) (does not Stack).
Fire Now! +2 Ammo, Ship Support.
Momentum 2: Make a free Ship Support Attack at the end of this Turn against any target (all characters know this Attack is coming).
From Safety 1 Kn While in Heavy Cover all of your Weapons gain +2 Hit.
While in Entrenched Cover all of your Weapons gain +1d6 Hit.
Got your Back 1 Kn +1 Defence, Crew.
A Ship that you have spent Resources on gains +1 Sailors Attribute Point (may not go above Maximum) (Stacks).
Liquid Courage Max Foc 3 As long as you have alcohol and a free hand, you gain +2 Recovery and have +6 Defence vs Intimidation.
Now I’m Ready 3 Kn Momentum 4: One of your Weapons gains Strong Hit +1 until the end of this Combat (Stacks).
Push Forward When you perform a Full Move or Charge Action, all of your Crew may make a free Move.
Reposition Strong Hit: Reposition (Once per Action, Attack, Hit or Success) If you have no Equipped Large Weapons, make a free Move and gain +1 Cover Step (Stacks).
Running Dodge Min Mov 3 Full Move and Charge Actions grant you +1 Cover if you move at least 4 spaces from your starting location (does not Stack).
Unconventional 1 Kn +1 End Dmg, Small.
While using an improvised Weapon from your environment you may spend a Luck point to grant your Limbs: +2 Hit, End Dmg and Crit Dmg (along
with the normal +7 Max Rng or +2 End Dmg) for one Attack (does not Stack).
Vicious Strong Hit: Vicious (Does not Req Hit) All of your future Attacks this Combat gain +2 Hit against this target character or Ship (Stacks).
139
Ship Skill Traits
140
Logistics Requirements Benefits Disadvantages
Bombardment +2 Rng and Mor Dmg, Mortar. Your ship has -1 Resilience (Stacks).
Charm Wind Magician* Once during your Turn you may choose to reduce your Treasure Trade Boxes by 1. If you do, *On this Ship.
1 Kn alter any single Ship’s Speed by 1.
Your Ship gains +2 Max Speed (does not Stack).
Dedicated Cook +1 End Dmg, Axe.
Your Ship consumes Food & Water 2 days slower (does not Stack).
Exotic Chef 1 Kn +1 Hit, Axe.
Once per Session you may gain 2 Food & Water Trade Boxes for free.
Healer 2 Kn +1 Carpentry.
At the end of each Combat your Ship Heals 1 Swabbies Damage (does not Stack).
Lay Trap 1 Kn +1 Seamanship.
+2 Bodies, Fire Barrels.
Your Ship gains +2 to all of its Ship Skill Rolls during the first Turn of Combat (Stacks).
Lots of Swearing 1 Kn Strong Hit: Lots of Swearing (Once per Turn, Logistics, Success) Make a free Logistics Skill Roll.
Make Room 1 Kn Your Ship gains +Size Cargo space (Stacks).
Perfect Fix 1 Kn +1 Carpentry.
Strong Hit: Perfect Fix (Patch Job, Success) Heal 1 additional point of Hull Attribute Damage.
Rare Munitions All of your Ship’s Weapons gain +1 Ammo (does not Stack).
Regular Rearm +1 Metallurgy.
Once per Session while you’re in port, your Ship regains 1d6 Cannon Ammunition Ammo for free.
Sea Scavenger +1 Seamanship.
If you capture a Ship with the same Weapons as you, those Weapons regain +1d3 Ammo.
141
Weapons
Innate Weapons Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Personality * 4 20 3 - Inf - - - Intimidate. Auto -
Natural, *May not Hit targets that cannot perceive you.
Limbs * 1** 1** Str-2** 1 Inf - - - Tackle. Auto -
Natural, Small, Blunt, *Hit +Str with Tackle Action, **+2 End Dmg OR +2 Rng and +7 Max Rng if you have a improvised Weapon (torch, pistol butt, chair).
Swashbuckling Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Dagger / Dirk 1 (Str) 1 (6) 3 2* - (1) 0 - (0) 0 Blade, (Throw). 8w 0
Small, *+2 Crit Dmg vs Luck.
Throwing Knives 1 (Str) 1 (6) 3 2* - (12) 0 - (0) 0 Blade, (Throw). 10w 1
*+1 Crit Dmg vs Luck.
Short Sword 1 1 4 3 - 1 - 1 Blade. 12w 1
Spadroon / Broadsword 1 1 4 3 - 1 - 2 Blade. 12w 2
Max Momentum (+1d6 Hit).
Cutlass +1 1 1 6 3 - 1 - 2 Blade. 10w 2
Rapier +2 2 2 4 3 - 1 - 2 Blade. 12w 2
Spear / Harpoon -2* (+3) 1* (Str) 3 (12) 3 3 - (1) 2 - (2) 3 Blade**, (Throw). 12w 1
Large, *+2 Hit per Range Increment beyond the first (normally -2), **Two Handed if not Thrown.
May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action).
Bow -1 4 35 5 3 10 1 1 3 Projectile, Bow. 12w / 14t 2
May only preload while Active, Two Handed, Momentum 1: Your next Attack gains +2 Hit, Rng, End Dmg (Stacks).
Blow Dart 3 9 1 0 8 0 1 1 Projectile, Chemical. 12t 1
Strong Hit (5-6), May only preload while Active, Small.
Whip -4* 1* 4 0* 1 - 2 - 2 Tackle (14). 8w 1
No Variations or Modifications, You can Swing at almost any time, *+2 Hit and End Dmg per Range Increment beyond the first (normally -2).
Hook Hand 1 1 2 2 - 0 1 0 Blade. Free 0
May be used in place of a lost hand (allows for the use of GM defined Two Handed Items).
Brawling Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Boarding Axe / Tomahawk -1 1 (Str) 1 (5) 4 3 - (1) 1 - 3 Axe, (Throw). 10w 2
Max Momentum (+1 Crit Dmg).
Woodcutter’s Axe -2 1 2 8 3 - 1 - 4 Axe. 12w 3
Large, Two Handed, Max Momentum (+1 Crit Dmg).
Greatsword -2 1 2 6 3 - 2 - 5 Blade. 14w 3
Large, Two Handed, Momentum 1: Your next Attack with this Weapon gains -1 Max Rng, -2 End Dmg and Splash +1 (does not Stack).
Pike -2* 1* 3 4** 3 - 2 - 4 Axe. 14w 2
Large, Two Handed, *+2 Hit per Range Increment beyond the first (normally -2), **+6 End Dmg with Ready Attack vs Charging targets.
May use Ready Attack against any character as soon as they come within Range (normally at the end of an Action).
Grenade -2 Str+1 12 8 2 2 0 0 0 Explosive, Throw. 12t 1
Small, Splash 1d3-1.
Combat Net / Bolas +1 2 Strength 4 - 1 2 2 2 Tackle-Grabbed (14)*. 10w 1
Large, Two Handed, *You don’t gain Grabbing from this Weapon, *Can only be used to Grab, Momentum 2: Splash 1 (does not Stack).
Hooked Chain -2* 1* 3 4 2 - 2 - 3 Axe, Tackle-Trip. 10w 1
*+2 Hit and per Range Increment beyond the first, Momentum 1: Your next Attack with this Weapon gains -1 Max Rng and Splash +1 (does not Stack).
Large Shield +3 1 1 4 1 Inf 3 - 5 Tackle-Push. 12w 2
While you’re not Suppressed you have Heavy Front Cover, Large.
Martial Training +X 1 1 5 3 Inf - - - Tackle. X Kn 3
Natural, Small, Blunt.
Strong Hit: Dramatic Victory (Hit) If your target has 2 or more Attributes reduced to 1 or below OR is a Crew, Henchmen or Summon; you may
choose to disable them in a dramatic way of your choice (eg: you disarm them by flicking their weapon into one of your spare hands and
holding their weapon against their neck, or by knocking them unconscious).
142
Tactics Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Scoundrels 1 1 2 3 - - - - Crew, Blade. Free 0
+2 3 9 2 3 Bodies - 1 - Crew, Firearm.
Defence: 12 Armour: 1 Movement: 7 Bodies: 5.
Thugs -2 1 1 4 3 - - - - Crew, Blade. 12w 2
3 8 3 3 Bodies - 1 - Crew, Firearm.
Defence: 10 Armour: 3 Movement: 5 Bodies: 3.
Rogues +4 1 2 2 3 - - - - Crew, Blade. 12w 2
+4 4 9 3 3 Bodies - 1 - Crew, Firearm.
Defence: 16 Armour: 2 Movement: 10 Bodies: 3.
Riflemen 1 1 4 3 - - - - Crew, Blade. 12w 12t 4
6 30 7 1d2+2 Bodies+2 - 1 - Crew, Firearm.
Defence: 10 Armour: 2 Movement: 5 Bodies: 2, Strong Hit (5-6).
Pistol Support 3 12 4 3 Inf - - - Ship Support, Firearm. Free 0
Splash 1d3-1.
Musket Support 6 30 6 1d2+2 4 - - - Ship Support, Firearm. 14t 1
Swivel Cannonade Support 4 40 8 1d2+3 1 - - - Ship Support. 14t 1
Cannon Support -4 10 120 10 1d2+4 2 - - - Ship Support. 1 Kn 3
Splash 1d2, Destroy two spaces of damaged Terrain, Momentum 1: Destroy all damaged Terrain.
Mortar Support -6 20 200 8 1d2+3 2 - - - Ship Support. 2 Kn 3
Splash 1d3+1, Indirect (Above), Destroy two spaces of damaged Terrain, Momentum 1: Destroy all damaged Terrain.
Summon 1 3 3 3 Inf - 0 - Summon, Magic. 1 Kn 2
Defence: 12 Armour: 1 Movement: 4 Bodies: 3, You start each Combat with 0 Bodies, Natural, Momentum 1: Gain 1 Body (up to your maximum).
Magic Blast -2 2 8 2 2 Inf - 0 - Magic. 1 Kn 1
Natural.
Magic Bolt -2 4 32 2 3 12* - 1 - Magic. 2 Kn 2
Natural, Small, Max Momentum (Splash 1), *Ammo is regained after a good night’s sleep.
Magic Strike -4 10 50 4 3 5* - 2 - Magic. 4 Kn 3
Natural, Large, Splash 1d2, Indirect (Above), Max Momentum (+1 Crit Dmg, Splash +1), *Ammo is regained after a good night’s sleep.
Small Shield +2 1 1 3 1 Inf 2 - 3 Tackle-Push. 10w 1
While you’re not Suppressed you have Light Front Cover, -1 Swimming.
Oratory * 2+X 30 2+X - Inf - - - Intimidate. 1 Kn X+2
Natural, *May not Hit targets that cannot perceive you.
Strong Hit: Provoke (Hit) You and your target have -1 Armour against each other for the remainder of the Combat (does not Stack).
Strong Hit: Inspire (Does not Req Hit) An ally gains a Recovery.
Strong Hit: Give Orders (Does not Req Hit) An ally without Oratory gains +1d6 Hit on their next Attack Roll during this Combat (Stacks).
Strong Hit: Impassioned (Hit) ALL characters (PC, Henchmen Groups, Skilled, Powerful and Monster) gain +1 Momentum (Monsters gain +2 Momentum).
Firearms Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Pistol +2 2 8 4 1d2+2 4 0* 2 1 Firearm. 12w 1
*+1 Draw to un-equip (may drop as a Free Action), Small.
Musketoon 4* 16 6 1d2+2 8 1 2 2 Firearm. 14w 3
*Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Two Handed.
Musket -2 6* 30 8 1d2+2 12 2 2 2 Firearm. 14w 4
*Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed.
Musket with Bayonet -4 (+0) 6* (1) 30 (2) 8 (4) 1d2+2 (3) 12 (-) 2 2 (-) 2 Firearm, (Blade**). 15w 5
*Strong Hit (5-6) vs Targets within your 2nd or 3rd Range Increments, Large, Two Handed. **No Variations Modifications or Keywords.
Small Cannon -4 4 20 12 2d3 4 3 5* 7 Firearm, Explosive. 16w 16t 6
Splash 1d2-1, Large, Two Handed, *Adjacent characters may donate up to 2 Reload Minor Effects to help you Reload this Weapon.
Crossbow 6 30 4 3 10 1 2 2 Projectile. 14w 3
Large, Two Handed, Pen 2 min 2, Momentum 1: Your next Attack gains Strong Hit (5-6) (does not Stack).
143
Blade Var iations (M ay Select 1, Blade Only)
Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Steel +1 +0
Composite +1 +1w +0
Blood Iron +2 +1 +1 +2w +1
Monster Bone +1 +1 14p +1
Pen 1 min 3.
Ancient / Star Metal -1 16p +2
Gain +1 Momentum at the end of each of your Turns, You have -2 Armour vs Luck Damage while you own this Weapon.
Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Familiar +1 1 Kn +0
Well Practiced +1 +1
Well Crafted +1 +1 +2
Master Crafted +1 +1 -1 2x 24w +0
Hand Guard 10w +0
+1 Defence vs Tackle while this Weapon is Active.
Expensive Looking 16w +0*
+1 Defence vs Intimidation while this Weapon is Active. This Modification is lost if the Weapon’s Resource cost is lower than 2.
Arcane -2 Magic. 18t +2
Low Quality -1 -1 -1
14w to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Poorly Maintained -2 -1 -1
12t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Horribly Maintained -2 -1 -1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Damaged -1 -1 -1 +1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Dramatic Win! +1* 2 Kn +1*
*+0 if you’re an NPC.
Strong Hit: Dramatic Win! (Tackle or Block, Hit) If your target has 2 or more Attributes reduced to 1 or below OR is a Crew, Henchmen or Summon;
you may choose to disable them in a dramatic way of your choice (eg: you disarm them by flicking their weapon into one of your spare hands
and holding their weapon against their neck, or by knocking them unconscious).
144
Axe Var iations (M ay Select 1, Axe Only)
Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Steel +1 +0
Pick -2 +0
Pen 2 min 3.
Hammer -1 * +1 -2w +0
Blunt, *+4 End Dmg vs characters with 3+ Armour.
Thunder Stone -2 +2 +2 14p +1
Strong Hit: Thunder Smash (Attack, Hit, Once per Turn) Gain +1 Momentum and knock a non-large target Prone.
Monster Bone +1 +1 14p +1
Pen 1 min 3.
Ancient / Star Metal +3 +2 16p +2
You have -1 Armour vs Luck Damage while you own this Weapon.
Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Familiar +1 1 Kn +0
Well Practiced +1 +1
Well Crafted +1 +1 +2
Master Crafted +1 +1 -1 2x 24w +0
Heavy -2 +2 +2 +0
Momentum 1: Push all non-large characters that you have just Damaged with this Weapon 1 space away from you (does not Stack).
Expensive Looking 16w +0*
+1 Defence vs Intimidation while this Weapon is Active. This Modification is lost if the Weapon’s Resource cost is lower than 2.
Arcane -2 Magic. 18t +2
Low Quality -1 -1 -1
14w to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Poorly Maintained -2 -1 -1
12t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Horribly Maintained -2 -1 -1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Damaged -1 -1 -1 +1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Dramatic Win! +1* 2 Kn +1*
*+0 if you’re an NPC.
Strong Hit: Dramatic Win! (Tackle or Block, Hit) If your target has 2 or more Attributes reduced to 1 or below OR is a Crew, Henchmen or Summon;
you may choose to disable them in a dramatic way of your choice (eg: you disarm them by flicking their weapon into one of your spare hands
and holding their weapon against their neck, or by knocking them unconscious).
145
Firear m Var iations (M ay Select 1, Firear m Only)
Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Flintlock +1 +0
Dragon Stone +1 +2w +1
Works if Wet (but not if submerged).
Blunderbuss +2 -1 -4 +3 -1 +1 +1
Ancient / Star Metal -1 16p +2
Once per Turn gain +2 Momentum after you Attack with this Weapon, You have -2 Armour vs Luck Damage while you own this Weapon.
Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Familiar +1 1 Kn +0
Well Practiced +1 +1
Steady Arm +1 1 Kn +0
Steady Eye +1 1 Kn +0
Well Crafted +1 +1 +2
Master Crafted +1 +1 -1 2x 24w +0
Expensive Looking 16w +0*
+1 Defence vs Intimidation while this Weapon is Active. This Modification is lost if the Weapon’s Resource cost is lower than 2.
Long Barrel -2 +1 +2 12w +0
Scope -2 * +4 14w +1
*Halve all Range penalties.
Extra Ammo Pouch +4 14w +1
Armour Piercing Rounds -2 14w +0
Momentum 1: Your next Attack with this Weapon gains Pen 3 min 3.
Monster Bone Rounds -2 14p +0
Momentum 1: Your next Attack with this Weapon gains +2 Hit and End Dmg (Stacks).
Arcane -1 Magic. 18t +2
X Backup Weapons 12w +X
Max Preload +X (must Draw (not Reload) for each additional Preloaded Ammo), +X Slots.
X Multi Barrel -X -X -X +1 16w +X
May Preload X Ammo.
Low Quality -2 -2 -1
14w to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Poorly Maintained -4 -2 -1
12t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Horribly Maintained -4 -2 -1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Damaged -2 -2 -1 +1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
146
Bow Var iations (M ay Select 1, Bow Only)
Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Wood +1 +0
Composite +1 +5 +2w +0
Monster Bone +1 +1 14p +1
Pen 1 min 3.
Ancient +3 +2 16p +2
You have -2 Armour vs Luck Damage while you own this Weapon.
Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Familiar +1 1 Kn +0
Well Practiced +1 +1
Steady Arm +1 +1 1 Kn +0
Quick Eye +2 1 Kn +0
Monster Feathers +2 +6 -1 14p +0
Monster Tooth Arrowheads -1 14p +0
Momentum 1: Your next attack with this Weapon gains +1d6 End Dmg.
Monster Sinew Bowstring -1 +1 14p +0
Works if Wet (but not if submerged).
Expanded Quiver +4 14w +0
Poison Shots -2 1 Kn +1
Strong Hit: Poison Shot (Attack, Hit, May Crit) Target takes 2 End Dmg at the start of each of their Turns until they receive Patch-Up or Extended
Care (Stacks).
Arcane -2 Magic. 18t +2
Low Quality -2 -2 -1
14w to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Poorly Maintained -4 -2 -1
12t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Horribly Maintained -4 -2 -1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Damaged -2 -2 -1 +1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
147
Explosive Var iations (M ay Select 1, Explosive Only)
Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Shrapnel +1 +0
Black Powder +1 +0
Momentum 1: Destroy two spaces of destructible terrain that you have just damaged.
Dragon Powder +1 Kn +1
Splash +1, Dangerous 2 (Small Fire), Momentum 1: Destroy three spaces of destructible terrain that you have just damaged.
Potion -1 Magic. +1 Kn +1
Elixir -2 -1 Chemical. +0
Dangerous 2 (GM defined).
Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Extra Ammo +X 10w +X
148
Chemical Var iations (M ay Select 1, Chemical Only)
Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Acid +1 +0
Burn.
Poison -2 -1 +0
Blunt.
Strong Hit: Poisoned (Attack, Hit) Target has 6 End Dmg if they move themselves more than 6 spaces in a Turn (does not Stack).
Toxic -1d6 -2 +0
Strong Hit: Toxic (Attack, Hit) Target has -2 to all Rolls until they receive Patch-Up or Extended Care (does not Stack).
Dragon’s Piss +2w/t +0
Energy, Burn.
Strong Hit: Set Alight (Attack, Hit) Target takes 5 End Dmg at the start of each of their Turns until they receive First Aid or become Wet (does not Stack).
Noxious Cloud -2 -1 +2w/t +1
Blunt, Creates Dangerous Environmental area (6 End Dmg to any target than enters or starts their Turn in that space) equal in size to this Weapon’s
Splash area or a single space (if it does not have Splash).
Flash -2 +1
Blunt.
Strong Hit: Flash (Attack, Hit) All Damaged characters are Suppressed.
149
Magic Var iations (M ay Select 1, M agic Only)
Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Blood +1 * +0
*Once per Turn when a character takes Attribute Damage from this Weapon you may take 6 End Dmg and gain +1 Momentum.
Muck -2 -1 Chemical. +0
Blunt, Dangerous 1d3 (Acid Pool),
Fire +4* +2 +2
Energy, Burn, Dangerous 1d3 (Small Fire), *-2d6 Hit vs Wet targets.
Storm * +1 +1 +1 Kn +0
Dangerous 1 (Wind), *You suffer -1d6 Hit if you’re Wet.
Momentum 1: Wind; your next Attack with this Weapon Pushes all non-large targets 2 in any direction (Stacks).
Momentum 2: Lighting; your next Attack with this Weapon gains Energy, Pen 3 min 3, Indirect (Above) and *+1d6 Hit vs Wet targets (Stacks),
Curse -3 * Intimidate. +1 Kn +1
Dangerous 4 (Cursed Ground), *Ammo is regained at the end of Combat.
Strong Hit: Cursed (Attack, Hit) You take 3 End Dmg and your target’s next Attack gains Strong Hit -1 (Stacks).
Bind * -1 Tackle (14)**. +2 Kn +1
Blunt, Dangerous 1 (GM defined), *Hit +Luck with Tackle Action, **You don’t gain Grabbing from this Weapon.
Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Familiar +1 1 Kn +0
Well Practiced +1 +1
Awakened in Combat +1 +1 16p +0
Arcane Knowledge +1 +1 +2
Forbidden Power +1 +1 8 Kn +0
Flamboyant Power -1 2 Kn +1
Strong Hit: Show of Power (Does not Req Hit, once per Combat) All enemies with a Defence vs Intimidate lower than 15 take 10 End Dmg.
Focus +1 2 Kn +0
Max Momentum (+2 End Dmg), +One Handed (this Modification is a physical object).
Large Focus +4 1 Kn +1
+Two Handed (this Modification is a physical object).
Quality Components +1 +1 +1
Rare Components 16w / 16p +0
Momentum 1: Your next Attack with this Weapon gains +2 Hit and End Dmg.
Combo -1 -1 2 Kn +2
Strong Hit: Combo (Once per Turn, Hit) Make a free Attack against your target with a different Natural, Magic Weapon.
Mighty -1d6 +1d6 2 Kn +1
Linger -1d6 3 Kn +3
Strong Hit: Linger (Once per Turn, Hit) At the start of your next Turn make a free Attack against your target with this Weapon (costing no Ammo).
Perfect Shot -2 1 Kn +1
Your target gains no bonuses to their Defence from Cover.
Tracking Shot -2 2 Kn +1
Your target gains no bonuses to their Reflexes from Cover.
Low Quality Components -1d6 -2 -1
14w to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Poorly Practiced -1d6 -2 -1
12t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
Horribly Practiced -1d6 -2 -1 -1
14t to remove this Modification, This Modification may not be applied to “Ship Support, Crew, Summons or Henchmen”.
150
Summon Var iations (M ay Select 1, Summon Only)
Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Undead -1 -1 +0
Bodies: +2. You may only regain lost or gain new Bodies if you have available corpses or if you choose to lose 5 Endurance,
Momentum 1: Gain +1 Body (may go above your maximum, additional Bodies are lost at the end of Combat).
Aquatic Monsters * * +0
Movement +1, Amphibious: Native Environments: water and land (see pg: 107), *+2 Hit and End Dmg vs Wet characters.
Beasts +2 +1 +1 Kn +0
Defence: +2 Movement: +4.
Fiends -2 +2 +6 +1 Kn +0
Strong Hit: Dark Pact (Attack, Hit, Once per Turn) Gain +2 Momentum and reduce your Max Momentum by 1 until the end of Combat (Stacks).
Ghosts +4 -1 +2 Kn +1
Defence: +2 Armour: +2 Movement: * Bodies: -1, *May Teleport, Fly, and are Incorporeal.
Insect Swarm -1 +1 +1d6 -2 +2 Kn +1
Defence: +8 Movement: **, **May Fly.
Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Extra Summons +X
Bodies: +X.
God Totem +1 +X +2 +X -1 +X 2x 22p +1*
(Unleash the Kraken!) Optional, 1 Use, GM defines X (usually 2 or 3), Splash X, All players suffer -X to all Plunder Rolls if you use this Modification, *Not an NPC,
Defence: -X Armour: +X Movement +X** Bodies: ***, **GM may give this Summon: Teleport, Fly, Incorporeal and/or a Native Environment,
***At the end of your Turn destroy 1 of your Bodies unless you spend 1 Momentum, ***All Bodies must stay close together (GM discretion)
as they are assumed to be multiple parts of the one creature.
Gifted Summoner +1 X Kn +1
Regained Bodies may be placed anywhere within 8xX of you (normally within 3).
Defensive Summoner 1 Kn +1
Defence: +1 Bodies: -1, You may regain Bodies during your or any ally’s Turn (normally only on your Turn).
Large -1 +2 1 Kn +0
Defence: -2 Movement -2 Bodies: -1**, **Each of your Bodies takes up 2-3 spaces.
Reach -1 +2 Free +0
Defence: -1.
151
Crew Var iations (M ay Select 1, Crew Only)
Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Well Armed +1 +0
May carry 4 Equipment Slots of gear for you.
Cannon Fodder -1 +0
Defence: -2 Armour: -1 Bodies: +2, May carry 4 Equipment Slots of gear for you.
Pack -2 -2 +0
Defence: -2 Movement: -2, May carry 10 Equipment Slots of gear for you.
Armoured +1
Defence: -4 Armour: +1 Movement: -2, May carry 4 Equipment Slots of gear for you.
Vicious +2 +1 +2 +2
Movement: +2.
Acolytes -4 +2 +2 Magic. 4 Kn +2
Defence: -2 You may have Summons if you also have this Crew present (Summons lost if all Crew die).
Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Practiced +1 1 Kn +0
Regular Practice +1 +1
Bloodied +1 14p +0
Well Paid +2 +1 +1 16w +1
May carry 2 fewer Equipment Slots of gear for you.
Reinforcements -2 +1
Bodies -2, Momentum 2: If you’re close to your Ship your Crew regain 2 Bodies at the end of your Turn (Stacks).
X Extra Crew +X
Bodies: +X
Experts 2 Kn +0
+2 to all Crew Skill Rolls (normally +1).
152
Ship Support Var iations (M ay Select 1, Ship Support Only)
Variation Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Ragtag +1 +0
Well Supplied +1 +2 16w +2
Spotters +2 +1 +2 +2 Kn +2
All of your other Weapons gain +2 Hit while you’re within sight of your Ship.
Modification Hit Rng Max Rng End Dmg Crit Dmg Ammo Draw Reload Weight Weapon Type Acquire Resources
Practiced +1 1 Kn +0
Regular Practice +1 +1
Well Trained +1 1 Kn +0
Well Paid +1 +1 +1 16w +1
Quality Weapons +1 +2 +1 +2
153
Outfits (M ax 1)
Outfit Defence vs Tac vs Int Armour vs Luck at 0 End Slots Swim Stealth Wgt Acquire Resources
Naked / Very Little Clothing +2 -2 0 +6 0 +2 0 Auto -
You’re immune to Pen, No Variations, May only take Body Modifications.
Light Clothing 2 +1 -1 6 1 8w 1
You’re immune to Pen.
Heavy Clothing +1 2 10 -1 3 10w 1
You’re immune to Pen.
Light Armour -1 +1 3 -1 -1 8 -4 -2 4 14w 3
Momentum 3: Gain +1 Armour vs an Attack you can perceive (Stacks).
Heavy Armour -2 -2 +2 4 -3 -1 6 -6 -4 5 18w 16t 6
Momentum 2: Gain +1 Armour vs an Attack you can perceive (Stacks).
Variations Defence vs Tac vs Int Armour vs Luck at 0 End Slots Swim Stealth Wgt Acquire Resources
Cheap -2 +1 +1 +0
Uniform / Insignia +2 -1 +1 +2w/t +0
All adjacent allies with a matching uniform reduce Endurance Damage against them by 3 (normally 2).
Black / Muted Tones +1 +0
Mystical +1 -1 -1 +2w/t +0
All of your Magic Weapons gain +2 End Dmg.
Functional +1 +1 +1 +1 +2w/t +1
+1 Physical.
Impressive / Big Hat +4 -1 +4w/t +1
+1 Leadership.
154
Outfit Modifications (M ay Select any Amount, Outfit Only)
Modifications Defence vs Tac vs Int Armour vs Luck at 0 End Slots Swim Stealth Wgt Acquire Resources
Extra Pouches +1 8w +0
Backpack +4 -2 +1 8w +0
Optional.
High Quality +1 12w +0
Perfect Fit +1 +1 -1 14w +0
Masterwork +1 2x 16w +3
You may have 2 Outfit Variations.
Monster Sinew +1 14p +0
Monster Hide +1 14p +0
Monster Bone +1 14p +0
Poorly Maintained -2 -1 -2 -1 -1
12t to remove this Modification.
Damaged -1 -2 -1 -1
14t to remove this Modification.
Body Modifications (M ay Select any Amount, Naked / Very Little Clothing Outfit Only)
Modifications Defence vs Tac vs Int Armour vs Luck at 0 End Slots Swim Stealth Wgt Acquire Resources
Extra Pouches -1 -1 +1 8w +0
Optional.
Backpack -1 -2 +4 -4 +1 8w +0
Optional.
Mud -2 +2 -2 * +1 +1 Free +0
Optional, *Swimming or becoming Wet removes this Modification.
Martial Training / Arcane Protection +1 -2 14p +2
Momentum 3: If you have Endurance you may shift any Attribute Damage you have just received onto your Luck.
Tattoos +1 +X Xx 14t +1
Monster Jewellery -1 +2 14p +0
Optional.
Mystical Markings +1 +1 -1 1 Kn +1
All of your Magic Weapons gain +2 End Dmg.
155